Methods, devices, and systems for video gaming

ABSTRACT

A game console having a CPU; a computer readable medium; an operating system stored on the computer readable medium; a video interface port for transmitting a video signal to a display; a system bus interconnecting the computer readable medium, the CPU, and the video port; a video game application stored on the computer readable medium; ebook content stored on the computer readable medium; and a set of computer readable instructions.

BACKGROUND OF THE INVENTION

Multiplayer gaming has become very popular over the last 8 to 10 years, particularly since the introduction of the Microsoft Xbox and Xbox 360 game consoles, the Sony Playstation 3 game console, and the Nintendo WII game console. By some accounts, the Xbox Live gaining service associated with the Xbox line of gaming consoles has over 20 million members worldwide. These members have a paid account with the Xbox Live gaming service and select a gamer tag (and/or email address) and password that allows them to access features of the Xbox Live gaming community by logging into the gaming service. The gaming service can be accessed using a computer (using an email address and password to log on) or via a game console.

Recently, game services have expanded to include some multimedia content, such as music and videos. However, there is a continuing need for methods, devices and systems that can provide new functionality for sharing and discussing digital book content in addition to gaming, video, music, and other multimedia content

BRIEF DESCRIPTION OF THE DRAWINGS

The detailed description is described with reference to the accompanying figures. In the figures, the left-most digit(s) of a reference number identifies the figure in which the reference number first appears. The use of the same reference numbers in different figures indicates similar or identical items.

FIG. 1 is a schematic diagram of various devices that may be combined, in whole or part, into a system suitable for use with the present invention;

FIG. 2 is a schematic diagram of various devices that may be combined, in whole or part, into a system suitable for use with the present invention;

FIG. 3 illustrates a method in accordance with one embodiment of the present invention;

FIG. 4 illustrates a club calendar in accordance with one embodiment of the present invention;

FIG. 5 illustrates a method in accordance with one embodiment of the present invention;

FIG. 6 illustrates an email in accordance with one embodiment of the present invention;

FIG. 7 illustrates a displayed image in accordance with one embodiment of the present invention;

FIG. 8 illustrates a displayed image in accordance with one embodiment of the present invention;

FIG. 9 is a schematic diagram of various devices that may be combined, in whole or part, into a system suitable for use with the present invention; and

FIG. 10 is a schematic diagram of a generic computing device suitable for use with the present invention.

DETAILED DESCRIPTION

The detailed description provided below in connection with the appended drawings is intended as a description of some examples of the present invention and is not intended to represent the only forms in which the present invention may be constructed, utilized or practiced. For example, specific details may be omitted, rearranged, or equivalent or other features or steps substituted as is known in the art. All publications and documents referenced in the specification are hereby incorporated herein by reference.

As used herein, the term “server” is intended to refer broadly to a one or more computer-related entities, either hardware, a combination of hardware and software, software, or software in execution that link other computers or electronic devices together across a network. Some, but not all, servers may have dedicated functionality, such as web servers, file servers, backup servers, and database servers. In one embodiment, a service may be implemented using one or more of a monitoring server(s), a presence server(s), a notification server(s), a match server(s), and a statistic server(s) which may be interconnected by a private network, such as a LAN, behind a security gateway, one arrangement being described in U.S. Pat. No. 7,650,495. Enterprise servers are servers that are used in a business context. A dedicated server may contain features making it suitable for high speed network services, such as fast CPUs, high performance RAM, faster and larger data storage capacities (for example, possibly a RAID array some examples of which are described in USPN 2010/0011162), network hardware such as routers, modems and switches. Since servers are usually accessed over a network, they may run in headless mode without a monitor or input device, and a server may not have a graphical user interface (GUI), or audio and USB interfaces. A server may incorporate larger computer fans or water cooling to help remove heat, and uninterruptible power supplies that ensure the servers continue to function in the event of a power failure. Hardware redundancy may be provided, e g., installing more than one instance of modules such as power supplies and hard disks so that if one fails another is automatically available. Servers may be rack mounted (see, e.g., U.S. Pat. No. 7,804,690) and situated in server rooms for convenience and to restrict physical access for security. As will be appreciated, the structure and functionality of a server may vary widely.

As used herein, the terms “component” and “application” refer to software or software in execution, wherein the software comprises a set of computer or machine readable instructions or “code” stored on one or more computer readable mediums. For example, components and applications may be, but are not limited to being, one or more processes running on a processor, objects, executables, code, threads of execution, computer programs, and combinations thereof and may be localized on one computing device and/or distributed between two or more computing devices. Also, they can execute from various computer readable media having various data structures or instructions stored thereon. The set of instructions can be implemented in any programming or scripting language including, but not limited to, Microsoft Visual Basic, Assembly, Java, C, C++, Delphi, Perl, and combinations thereof. Any data or information used, processed, or manipulated by a component, application, code or device herein may be, but need not be, stored in one or more of a variety structures such as an array, lookup table, string or other structure as is known in the art. Pointers may be used to refer directly to another value stored elsewhere in the computer memory using its address. A pointer references a location in memory. Pointers are also used to hold the addresses of entry points for called subroutines in procedural programming and for run-time linking to dynamic link libraries. It will be understood that the various functionalities, data/information management, data/information storage, data/information processing, data/information transmission, and any other action implemented by or described in this specification with respect to a computing device (e.g., any server, game console, network, mobile phone, smart phone, smart tablet, game controller, headset, etc.) can be performed or implemented by computer readable instructions that are stored on one or more computer readable mediums, as is known in the art.

As used herein, the phrase “game play” refers to the live action presented or controlled in a video game, including, but not limited to, one or more of manipulating a character or vehicle, interacting with a video game environment, interacting with an artificial intelligence (AI) character or object, interacting with a character or object representing another gamer, and providing inputs to a game controller to accomplish any of the foregoing. “Game play” can also include one or more of AI movement of characters or objects in a game environment as well graphical and/or audio rendering of the foregoing.

As used herein, the phrase “operating system” refers to one or more applications for a computing device that regulates the ways software programs use the computer hardware and the ways that users control the computer. Operating systems may be found on many computing devices—from smart phones/tablets and video game consoles to servers.

As used herein, the phrase “computer readable medium” refers to any electronic storage medium and may include both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data and data structures, applications or components or other information. Computer readable media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can accessed by computer.

The articles “a” and “an” should generally be construed to mean “one or more” unless specified otherwise or clear from context to be directed to a singular form.

The term “user” generally refers to a human entity that uses a computing device such as a game console, a smart phone, an ebook device or ereader, a smart tablet or a mobile phone for any purpose. A user may also be a gamer or player.

The term “member” generally refers to a user that is associated or affiliated with a gaming community, an ebook community, or a combination thereof.

The terms “gamer” or “player” generally refers to a user of a computer-implemented video game via one or more of a computer-related communication infrastructure, a computer-related system, electronic devices (portable or otherwise), or any combination thereof. A variety of non-limiting examples of systems and devices that can be used by a gamer or player are described throughout the specification and can comprise various combinations of game consoles, smart phones/mobile phones, smart tablets, ebook devices, ereaders, cellular networks, networks, and servers.

The term “service” refers to one or more components, applications, or code distributed across one or more servers or other computing devices that affords or enables, in a broad sense, engaging in any multimedia related activities, such as messaging, ebook club sessions, game play, movie sessions over a communication network between distributed computing devices. A service may reside on one more networked servers. A game service is a more specialized service that enables users to play video games between multiple distributed computing devices, such as a game console, a smart phone, or a smart tablet. Some features that can be implemented in a game service are described in WO 2009/086221 as well as in other patents referenced in this specification. Some examples of gaming services include Xbox Live! by Microsoft, Inc. and. Sony Network, by Sony, Inc.

The phrase “gaming community” refers to an affiliated collection of garners that are associated with a game service. The garners may become affiliated with the gaming community by payment of fee to the owner/operator of the game service or mere registration without payment of a fee.

The phrase “ebook community” refers to an affiliated collection of ebook users that are associated with an ebook service. The ebook users may become affiliated with the ebook community by payment of a fee to the owner/operator of the ebook service or mere registration without payment of a fee.

The phrase “semi-permanent” refers to data or a functionality that exists after a after a user has logged out of service, and after a computing device is powered off. Once established, semi-permanent data or functionalities exist independent of whether an user is logged into a service. Semi-permanent data and functionalities may be accessible when a member of a community (ebook or gaming) first logs into a service. Semi-permanent data and functionalities can be modified and deleted. One example of a semi-permanent functionality is a semi-permanent ebook club.

The phrase “game console” refers to a special purpose interactive computing device adapted for playing video games. The game console can comprise one or more of a CPU, a network interface port, a video interface port, a system bus, an operating system, a memory controller for accessing a variety of types of memory, a 3D graphics processing unit and a video encoder for high speed, high resolution graphics processing. A video signal output from the game console can be transmitted to a separate display to display the video game and other images (e.g., movies, ebook sessions, etc.). A camera may be connected to the game console to transmit live video data of the user of the game console to the game server/service. A console identification (ID) or security key can be stored in ROM memory to identify the game console to a service. A game console is typically connected to one or more game controllers via a wired or wireless interface. A game controller can be any hand-held device comprising a plurality of inputs to a game console, some examples of which are described in U.S. Pat. Nos. 7,753,788; 7,753,787; 2010/0222146; 2007/021205; D581,422; U.S. Pat. No. 6,429,849; 2006/0154725; 2006/0161445; 2004/0222970; 2005/0221895; and 2004/0222970, or a motion detecting device, one example of which is described in USPN 2010/0199228. The game console can also be connected to a keyboard. A game console is designed for consumers to buy and use for playing video games and other video or audio entertainment purposes (such as downloading and playing a movie, other video, audio, pictures, accessing the internet, etc.). A game console may have a hard drive or some other memory storage device for storing a game application downloaded from a disk or via a network connection. A game console is different from a general purpose computer which can perform or execute computer programs for a variety of other functions, such as word processing, video editing, accounting, spreadsheet development, etc. Many game consoles can be connected by a video cable, such as an HDMI cable, an S video cable, a component video cable, a fiber optic cable, and a DVI cable, to the separate display. Some examples of displays include a plasma television, an LED television, an LCD television, and a combination of a video projector and a screen. Some examples of game consoles include the Xbox and Xbox 360 game consoles by Microsoft, the Playstation 2 and Playstation 3 game consoles by Sony, Inc., and the WII game console by Nintendo. Some examples of an Xbox brand game console are described in U.S. Pat. Nos. 7,496,202; 6,862,027; 6,935,959; 7,496,200; 2005/0164795; 2005/0245317; 2008/0113789; 2008/0311997; 2005/0221895 and WO 2009/154831. The configuration of game consoles can be varied as is known in the art.

The phrase “game server” refers to a remotely run server or appliance which can be accessed by a plurality of game consoles to, at a minimum, play a variety of multiplayer video games. A game server is configured so that it is capable of receiving information from, and transmitting information to, a plurality of remote gaming devices, such as a game console. A game server may also be capable of communicating with other game servers, wherein the servers may have differing dedicated functionality (e.g., a match server v. a statistics server). A game server is any combination of hardware and software designed to provide these services to the members of the gaming community, although other services, such as an ebook service, may also be provided. A game service may be supported by a plurality of networked game servers. In one embodiment, the game console, game server, and game service are all provided by a single company (or affiliated collection of companies) such as Microsoft, Inc. or Sony, Inc. in order to minimize compatibility issues between the game server, game service, and game console. Some examples of networked server/service and game console systems are described in U.S. Pat. Nos. 7,337,147; 7,370,194; 7,218,739; 7,455,590; 7,464,272; 7,650,495; 7,512,235; 7,288,028; 7,203,835; 2007/0288647; 2007/0005704; 2003/0216181; 2006/0121989; 2006/0287096; 2006/0287099; 2008/0242405; 2008/0171600, and U.S. Ser. No. 61/401,061 entitled Methods, Devices, and Systems for Video Gaming, filed Aug. 6, 2010.

The term “ebook club” refers to a group of associated members of an ebook community that desire to periodically read and/or discuss one more ebooks as a group. Ebook club members may have a common affiliation or characteristic, such as gender, age, or interest in a particular literary category. The frequency of discussion can vary widely, from at least once a day to at least once a week to at least once a month. An ebook club represents just a portion of an ebook community affiliated with a service, which can also contain millions of members many of whom may not be affiliated or associated with an ebook club.

The phrase “ebook distributer” refers to a company that publishes or distributes ebooks. Some examples of ebook distributers include Barnes & Noble, Inc., Amazon, Inc.; and Apple, Inc. An ebook distributer may distribute the ebooks from one or more servers across a network. An ebook distributer may also distribute other multimedia content, such as movies and music.

The phrase “ebook” refers to an electronic or digital book or magazine/periodical that is a digital media equivalent of a conventional printed book or magazine. An ebook may be read via a computer, a game console, a hand-held ebook device (e.g., an ereader), or other device capable of providing this purpose. Ebooks may be categorized in one or more genres, some examples of which include fiction, non-fiction, action & adventure, biographical, memoir, mystery, drama, historical, myth/mythology, poetry, science fiction, short story, science and technology, “how to”, self improvement, etc.

The phrase “ebook content” refers to the digital data of an ebook. The ebook content may comprise digital text. The digital text may be arranged to include one or more of an introduction, an acknowledgement, a plurality of chapters, an epilogue, and index, and notes. The digital text may describe a story or a plurality of distinct stories. The ebook content can be provided in a variety of digital file formats, including plain text, Postscript, HTML, AZW (Kindle), OPF (Open Electronic Package), AEH (Arghos Diffusion), DAISY, Fiction Book, TEI Lite (Text Encoding Initiative), CHM (Microsoft Compression HTML), Flip Book, PDF (Portable Document Format), DjVu, LIT, Palm Digital Media, Tome Reader, Newton, Desktop Author, APABI, LIBRIS, MobiPocket, EPub, Sony Media, SSReader, Teal Doc, IEC 62448, Eveda, etc. Some of the respective file format extensions include .txt, .html, .azw, .opf, .tr2, .tr3, .aeh, .fb2, .xml, .chm, .pdf, .djvu, .lit, .pdb, .dnl, .pkg, .xeb, .ceb, .lbr, .bin, .prc, .mobi, .epub, .lrf, .lrx, and .db. As will be appreciated, this is just a partial list of suitable file formats and other file formats are within the scope of the present invention. Ebook content may refer to the digital data, including digital text and audio/visual content, for a single ebook or a plurality of ebooks. Ebook content may also include digital content that is related to the ebook but which is not part of the ebook text, such as author interviews, alternate endings to the ebook, historical information associated with the selling or characters in the ebook, etc.

The phrase “ebook session” refers to an interactive computer implemented dialogue/data transfer across a network between two or more remote users of a computing device to engage a discourse concerning one or more ebooks. The number of users can be between greater than 2, 5, 10, 20, 40, or 80 and/or less than 1000, 500, 250, 125, 60, 30, or 15.

The phrase “ebook session data” refers to data that is transmitted to or from a computing device, such as a game console, an ebook device, a server, an ereader, etc., during an ebook session. Ebook session data may include, but is not limited to, ebook content, audio data, and video data

The term “custodian” refers to a user who is the purchaser, owner, or a principal user of a particular computing device. There can be more than one custodian of a computing device.

The phrase “ebook device” refers to any device that is capable of displaying an ebook. Examples include game consoles, smart phones, smart tablets, and dedicated ebook readers. An ereader is a device whose primary functionality is the display of ebook content. Examples of dedicated ebook readers include, but are not limited to, the Kindle by Amazon.com, the Reader PRS-500 and the Librie by Sony, Inc., and the Nook by Barnes & Noble, Inc. Some examples of ebook devices are also described in U.S. Pat. Nos. 7,748,634; 7,724,696; 6,886,036; 7,694,874; 7,304,635; 6,064,384; 2009/0300539; 2006/0282797; 2009/0241054; and WO 2008/121586.

The phrase “smart device” refers to a smart phone, smart tablet, or any other device providing similar functionality.

The phrase “smart phone” refers to any mobile device capable of transmitting data to and receiving data from a cellular network. Smart phones may have an operating system that provides a platform for development of applications that can be run on the smart phone. A smart phone can manage data, typically via keyboard, and can provide some functionalities that are more typically found on a general purpose computer. Some operating systems used on smart phones include Symbian (including S60), iOS, Palm WebOS, BlackBerry OS, Samsung phones running Linux, Binary Runtime Environment for Wireless, Windows Mobile, Android and Maemo. WebOS, Android and Maemo are built on top of Linux, and the iOS is derived from the BSD and NeXTSTEP operating systems, which all are related to Unix. A smart phone may comprise one or more of a microphone, speaker, battery, keyboard, display, antenna, microprocessor, memory, RF amplifier, transceiver, and Subscriber Identity Module or SIM card. Smart phones can provide digital voice service as well as any combination of text messaging, e-mail, Web browsing, still camera, video camera, MP3 player, video player, television and organizer. Smart phones can be provided in a variety of shapes and sizes, including smart tablet sized devices such as the iPad by Apple, Inc. Some examples of smart phones and/or cellular networks suitable for use in the present invention are described in U.S. Pat. No. 7,395,051; 2009/0253457; 2009/0061840; 2009/0286549; and 2009/0215497. The smart phone may have an IP address assigned to it that is associated with a cellular base station that is in communication with the smart phone. Data transmitted by the smart phone to a cellular network may be converted to Internet Protocol (IP) data packets for transmission across a wide area network to a server.

The phrase “smart tablet” refers to a mobile device that falls between a smart phone and a netbook, delivering one or more features typically found in smart phones (e.g., data management, 3G connectivity, GPS in a slightly larger device with a full keyboard). Smart tablets may have displays that are larger than a smart phone. In some embodiments, the display of a smart tablet may a width between 4 and 12 inches and length between 6 and 15 inches. Some examples of smart tablets are described in USPNs 2009/0228842 and 2008/0168404;

The phrases “video game” and “multiplayer video game” refer to an electronic video game that involves interaction between a user and a user interface (e.g., a game controller) to generate visual feedback and/or game play on a display. A multiplayer game is a video game that can be played simultaneously (either cooperatively or competitively) with a plurality of players. A single player video game is a video game that is played by a single player. A video game application can include both a single player and a multiplayer video game. Video games that can be utilized with the present invention are quite varied and can include simulation, action, adventure, action-adventure, role-playing shooter, strategy, and so forth. The video game can be graphic intensive (such as Halo 2®, Red Dead Redemption®; Call of Duty Modern Warfare 2®, Grand Theft Auto®; etc.) and/or text intensive. The video game may be downloaded from a disk onto a gaming device or downloaded to a gaming device from a server. The video game may be implemented by a game application or component comprising a set of computer readable instructions using any one of a variety of programming or scripting languages, such as Microsoft® Visual Basic, Assembly, Java, Smalitalk, C, C++, Delphi, Perl, and combinations thereof. The set of instructions can include APIs and/or libraries, which can handle sound processing, input, graphics rendering, and artificial intelligence tasks. The video game application can be executed by a single computing device, such as a game console, or distributed across a plurality of computing devices, such as one or more game servers and a game console, and executed by the plurality of computing devices, wherein each computing device executes a different portion of the video game application.

Referring now to FIG. 1, one example of a multimedia system 100 in accordance with the present invention comprises at least one game server 105 for hosting a service 110 for an ebook community 120 and/or a gaming community 115. The gaming community 115 may comprises greater than 100,000; greater than 500,000; greater than 1,000,000; greater than 10,000,000; greater than 25,000,000; greater than 50,000,000; greater than 100,000,000; or greater than 200,000,000 members. The gaming community may comprise less than 500,000,000; less than 250,000,000, less than 150,000,000, or less than 50,000,000 members. The ebook community 120 can comprise a similar range of members as the gaming community. Some or all of the members of the gaming community may also be members of the ebook community. A first game console 125 and a second game console 130 are registered with the service 110. The first and second game consoles are typically located at remote locations from each other (e.g., different buildings, different cities, different states, or different countries). The first and second game consoles 125, 130 are connected to the game server 105 by a communication network 135, which can be a wide area network (WAN) such as the Internet.

A local area network (LAN) 140 can be interconnected between the game console 125 and the network 135. The network 140, which may be distributed within single building such as a residence or home, can also be connected to a computer 145, such a personal computer, and a dedicated ebook reader 150, which is shown as wirelessly connected in FIG. 1 to the network 140. The ereader may also be directly connected to the game console 125 or the cellular network 185. While these connections are shown as wireless, it will be appreciated that wired connections may also be provided.

The communication networks 135, 140 can comprise a fiber optic network, a twisted-pair network, a T1/E1 line-based network or other links of the T-carrier/E carrier protocol, or a wireless local area or wide area network (operating through multiple protocols such as ultra-mobile band (UMB), long term evolution (LTE), etc.). The Internet is a common communication network by which the computing devices can communicate with the service 110. Additionally, communication networks 135, 140 can comprise base stations for wireless communications, which include transceivers, associated electronic devices for modulation/demodulation, and switches and ports to connect to a backbone network for backhaul communication such as in the case of packet-switched communications.

The game console 125 can be connected to one or more of a game controller 155, a headset 160, an alpha-numeric keyboard 165, a camera 170, and a display 175. The game controller can comprise one or more surface buttons, thumb sticks, triggers, and D-pads for providing inputs to the game console 125. The game controller 155 can be connected in either a wired or wireless manner to the game console 125 for transmitting data there between. The headset 160, which comprises a plurality of earphones 162 and a microphone 163, can be connected in a wired or wireless manner to one of the game controller 155 or the game console 125 for transmitting audio data there between. The keypad or keyboard 165 may be connected to the game console 125 for providing alpha-numeric and other inputs to the game console 125. The keyboard 165 may be connected in a wired or wireless manner to the game console 125. The camera 170 captures video images in close proximity (1 meters to 10 meters) to the game console 125 and can provide live video data to the game console 125. One example of a suitable camera is the Microsoft Xbox Live Vision Web Camera, p/n B4M-00005. The display 175 may be provided in a variety forms as is known in the art. The camera 170 may be connected in wired or wireless manner to the game console 125. The game system 180 comprises one or more of the game console 125, game controller 155, headset 160, camera 170, display 175, and keypad 165. It will be appreciated that a plurality of game systems 180 may be connected to the network 135 and transmit data to and from the game server 105.

The game console 125 can comprise computer readable instructions for transmitting audio data between the game console and headset 160 either directly or via the game controller 155. The audio data can include game or ebook session audio data, such as music or sound effects audio, or voice data from other ebook club members who are connected to the session. For example, the ebook club members may have an interactive, live conversation with each other where the audio data is transmitted from the microphone 163 to one game console 125 and then via the network 135, 140 to the game server 105 and then to a second game console 130 having a headset connected thereto (not shown). The camera 170 is connected to the game console and is preferably positioned to capture a video image of a member of the book club during an ebook session.

Referring to FIG. 2, one example of the service 110 will now be described in greater detail. The service 110 provides a service-based, connected multimedia experience among multiple members of the gaming community 115 and/or the ebook community 120. Service 110 utilizes various components/applications implemented by a set of computer readable instructions to deliver the connected multimedia experience by, in part, transferring multimedia data between the game consoles. The multimedia content includes, but is not limited to, multiplayer game play data, video and music data, and ebook data/content. The service 110 can be distributed between one or more interconnected servers. A registration component 210 registers first-time members of the gaming community 115 and/or the ebook community 120 along with their gaming devices, such as the first and second game consoles. Other gaming devices may also be registered with the service 110. At the time registration, a member selects an identifier, such as a gamer tag or screen name, and a password associated therewith that is used to identify the member within the gaming community and/or the ebook community. An email address and phone number may also be registered and associated with the identifier. The identifier, email address, and phone number are referred to herein individually and collectively as member data Member data 255 may be stored by the at least one server on one or more computer readable mediums that are accessible to the service 110. Member data may also be stored on the medium 253 by the game console 125. A single server 105, which may be a game server, can comprise a plurality of computer readable mediums for storing data or information.

The service 110 may also include a login component 220. The login component 220 is used to authenticate or validate a member upon connection to the service 110 when the game console 235 is powered on. The member is authenticated via login data, such as the identifier (e.g., a gamer tag or screen name or security key) and password, that is transmitted by the game console 235 to the gamer server 110. The identifier and password can be compared to the identifiers and passwords for members of the gaming community and/or ebook community stored on the medium 215. The identifier and password are authenticated if a match is found. Login data can comprise any data that uniquely identifies the member and/or game console or authenticates the member/game console to the service. For example, when a member connects with game service 110, the login component 215 may prompt the member for the identifier and password. Alternatively, the identifier and password may be automatically transmitted by the game console 235 to the login component 220 when the game console 235 is powered on thereby automatically connecting the member to the service 110. The login component 220 may also obtain a game device identifier that uniquely identifies the game device that the member is using and a network path to the service 110. The identifier and password, or other member data, transmitted to the login component 220 by the game console 235 are then authenticated.

Assuming proper authentication, the member gains access to his or her member profile 240 stored with the service 110, and the game device identifier and the network path for the member's gaming session may be stored in the member profile or elsewhere so that messages and information may be sent to the game device.

The member profile can comprise the member data and/or other descriptive information about the member such as for example where a user lives and the time zone thereof, age, gender, native language, a listing of games available for play (either purchased or downloaded), a listing of ebooks that have been read, etc. This information is available to a member upon login to gaming service 110 as described above. The member profile can also include additional information about the member such as game records/statistics and a friends list. Game records can comprise statistics for a particular game, rewards acquired for a particular game and/or other game specific information as desired. As the member participates in the video games, the game statistics are updated to reflect the member's progress within the video game. A friends list is a listing of friends of the member that are also members of the gaming community 115 and/or the ebook community 120. Friends may be added to/removed from friends list when using service 110. Portions of a member's profile may also be maintained locally on a game device. In such instance, the locally stored profile may be synchronized periodically with the member profile stored on the medium 215. A further description of friends and friends lists is set forth in US 2009/0111576.

The service 110 can also include message component 225, which permits the game device, such as a game console, to send a message to another game device such as another game console via the network 155. Messages may be sent from, and received by, any game device, when the game device is connected to service 110. The message component mutes the messages between the game devices in part by tracking the network addresses of the game devices. Messages can include text messages, voice messages, live video and audio, and specialized invite messages. Game and ebook session invites allow a member using one game device to invite one or more members on another game device to play in the same game or join an ebook session using network and/or game service 110 to pass data between the two game devices. The friends list can also be used in conjunction with message component 225.

In accordance with one aspect of the present invention and with further reference to FIG. 2, various methodologies and devices for use with the multimedia system 100 will now be described. The service 110 further comprises an ebook club component 230. The ebook club component 230 enables a plurality of members of the ebook community to form one or more semi-permanent ebook clubs, each having an ebook club leader. Some methodologies for forming an ebook club are described hereafter. The ebook club has ebook club data 245 associated therewith that may be stored on/in one or more computer readable mediums associated with the game server 105 and/or one or more game devices, such as the first game console 140. The ebook club data 245 maybe accessed by an ebook application 250 stored on one or more game consoles or by the ebook club component. The ebook application 250 can reside on a computer readable medium 250 of the game console 125. In another embodiment, the ebook application 250 resides on a computer readable medium associated with the game server 105.

The ebook club data 245 can comprise a wide variety of data/information about the ebook club and/or one or more members of the ebook club. The game server and/or game console can comprise computer readable instructions for storing the ebook club data 245 on the computer readable medium 215 and for providing accessibility to the ebook club data by a plurality of the game consoles (and ebook applications disposed thereon) associated with the members of the ebook club. The game server can also comprise computer readable instructions for transmitting the ebook club data to a plurality of game consoles, smart phones, smart tablets, or ebook devices, wherein the game consoles, smart phones, smart tablets, and ebook devices are each associated with members of the ebook club. Similarly, the game consoles can comprise computer readable instructions for transmitting the ebook club data 245 from a game console to a game server. The ebook club data 245 may also be associated with the member profile of each member of a ebook club such that accessing a member profile provides accessibility to the ebook club data. Accessibility and transmissibility of the ebook club data between the game consoles, game servers, and other computing devices provides for easy updating of the ebook club data between devices as the data changes.

The ebook club data 245 can comprise an identifier (e.g., screen name) for each member of the ebook club, a telephone number for each member of the ebook club, an email address for each member of the ebook club, an ebook club identifier (e.g., name or avatar), one or more ebook club classes, a time zone for each member of the ebook club, the native language for each member of the ebook club, a list of ebooks common to each member of the ebook club, data associated with a virtual currency account, and combinations thereof. The ebook club name may be provided to the service 110 by the ebook club leader. Member data of one or more members of the ebook club, such as an email address or telephone number for sending text and/or audio messages, may also form part of the ebook club data 245.

Ebook clubs may be characterized by one or more ebook club classes, wherein the class is defined by a characteristic. An ebook club class can stored as ebook club data 245 on a computer readable medium. Ebook club classes can be used by the service 110 and/or a game console 235 (and likewise the ebook application 250) for pairing ebook clubs for ebook discussions or sessions; and assisting, individual, non-ebook club members in a search for an ebook club to join. The ebook club class can be determined by algorithms associated with the ebook club component 230, or assigned by the ebook club leader, or a combination thereof. The algorithms may analyze member data 245 associated with each member of the ebook club and assign an ebook club class based on a representative characteristic shared by the members of the ebook club. Representative characteristics can include a representative age, a literary category or genre (e.g., fiction, non-fiction, action & adventure, biography, memoir, mystery, drama, myth/mythology, poetry, science fiction, short story, historical fiction, etc.), a representative time zone, a representative native language, and a representative gender. In some embodiments, the value of the representative characteristic may be based on what the majority (or the largest percentage or some other statistical value (e.g., median or mean)) of ebook club members have as an individual value for the characteristic (which may be stored as member data in a member profile). For instance, the representative gender can be selected based upon whether the majority of ebook club members are male or female. The representative time zone can be based upon the time zone in which the largest percentage of ebook club members reside. The representative native language can be based upon the native language associated with the largest percentage of ebook club members. The representative age can be selected based upon the median or mean age of the ebook club members or a weighted average of the age distribution of the members of the ebook club. Some age ranges that might be used are 10 to 20 yo, 20 to 30 yo, 30 to 45 yo, and older than 45 years of age. An ebook club class may also be established according to the genre of ebooks the ebook club typically reads and discusses during an ebook session.

The ebook club data 245 can also include a list or log of each ebook of each ebook club member that has been downloaded/transmitted by the ebook club member to a computing device, such as a game console. A subset of the list may be maintained by the ebook club component 230 that tracks the ebooks that are common between all the members of the ebook club. For example, a set of computer readable instructions associated with the server 105 can identify, compile, and store a list of ebooks that are common between a plurality of ebook club members of the ebook community.

Referring again to FIG. 2, an ebook application 250 may be stored on the computer readable medium 253 associated with the game console 125. The ebook application 250 can comprise a reader component 260 and/or a session component 265. The reader component 260 can comprise computer readable instructions for displaying the digital content of an ebook on the display 175 connected to the game console 125. The ebook content 270 can also be stored on the computer readable 253 associated with the game console 125. The ebook content may be transmitted to the game console from the server via the network 155. Alternatively, the ebook content may be transmitted to the game console from a publisher server 195 via the network 155. In another embodiment, the ebook content may be transmitted to the game console 125 from an ebook reader 150. In addition, one or more video game applications 275 may also reside on a computer readable medium associated of the game console or the game service.

Referring to FIG. 3, one method 300 for creating an ebook club will now be described. For purposes of illustration only, the following embodiment will be described with respect to a game console 125 and game service 110, although it will be appreciated that other computing devices and servers may be used. The method may be enabled by computer readable instructions associated with the ebook club component 230 and/or the game console 125. In one embodiment, a member can create an ebook club by logging into the game service 110 to access the ebook club component 230 (shown as step 310). The ebook club component 230 may enable the user to create an ebook club identifier and associate one or more ebook club classes therewith (shown as steps 320/330). Ebook club data may also be entered by a user of the game console 125 and transmitted to the game server 105 via network 135 (shown as step 320). A set of computer readable instructions stored on the game console may enable the ebook club leader to then send an ebook club invite to one or more members of the ebook community to join the ebook club. The ebook club leader may select the members by selecting or entering their identifier. A set of computer readable instructions associated with the game server then enables receipt of and transmission of the ebook club invite to a second game console across the network 135. The ebook club invite can be either accepted or rejected by the member when he or she is logged into the service 110 (shown as step 340). Acceptance of the ebook club invite thereby associates that member with the ebook club. Alternatively, in another embodiment, a member of the gaming or ebook communities can access the ebook club component 230 and select the ebook club name created by the ebook club leader from among a plurality of ebook club names. Selection of the ebook club name thereby associates the member with the ebook club. A plurality of members of the communities 115, 120 can be associated with the ebook club using these methods, which can be implemented by computer readable instructions associated with the game console and/or the game server.

As discussed more fully hereafter, the ebook club leader may be automatically authorized to take certain actions within the game service 110 on behalf of each member of the ebook club. Some of these actions can include, but are not limited to, conducting transactions (e.g., purchasing, selling, swapping ebook content) in the ebook club marketplace, administering a ebook club calendar, initiating intra and inter ebook club sessions, and administering (e.g., inputting, modifying, deleting) ebook club data. The ebook club component 230 may automatically rotate the ebook club leader designation between ebook club members according to a pre-determined schedule. For instance, a different ebook club member may become the ebook club leader every 2, 4, or 6 months. These functions can be implemented by computer readable instructions associated with game server and/or the game console.

Referring to FIG. 4 and in accordance with another aspect of the present invention, methods, devices and systems for implementing an ebook club calendar will now be described. The ebook club component 230 and message component 225 may be utilized to maintain an ebook club calendar 300, set ebook club session dates and times, and send and receive messages from the members of the ebook club regarding the ebook club calendar or ebook club sessions. Predetermined dates on which scheduled ebook club game sessions occur are referred to herein as ebook club session dates. A ebook club session date will typically have a proposed start time and end time. The start times and end times can be adjusted to reflect the various time zones of the ebook club members so that, when a ebook club member accesses the ebook club calendar, the ebook club member is viewing the correct time for his or her time zone.

A scheduled ebook club session is one that has been selected in advance by the ebook club leader and stored in the ebook club calendar. One example of a visual representation of an ebook club calendar 400 is shown in FIG. 4. The data (collectively “ebook club calendar data”) associated with the calendar may be stored in an array or table on the computer readable medium associated with the server 105, a game console, or other computing device, such as a smart tablet or ebook device. Data can include, but is not limited to, start/end times for the session date, the title of the ebook, and an identifier for a moderator of the session, examples of which are shown in FIG. 4. The ebook club sessions can occur with regular or irregular frequency. For example, regularly scheduled sessions might be scheduled to occur on a specific day of each week (e.g., every Friday at 8:00 PM EST). Alternatively, the sessions might be scheduled to occur on a specific day/week of each month (e.g., the second Friday of each month). The ebook club leader can enter these dates and times into the ebook club calendar via the ebook club component 230 from a game console or smart device, such as a smart phone, tablet, or ebook device. In another embodiment, a session may be scheduled for a commentary provided by a non-member of an ebook club, such as an author of the ebook. If other ebook clubs are participating, the ebook club identifiers associated with these ebook clubs might also stored as session data. Ebook club calendar data may also include visual data associated with the visual appearance of the ebook club calendar (e.g., fonts, colors, etc.).

One embodiment of a messaging methodology for use with the ebook club calendar 400 will now be described with reference to FIG. 5 and method 500. As previously described, the ebook club leader may enter one or more session dates into the ebook club calendar 400 via the ebook club component 230. This can be accomplished by logging into the game service, as previously described, from a game console or smart device. The server can then transmit ebook club calendar data to the game console or other computing device so that the ebook club calendar can then be displayed (with or without session dates entered) by a display connected to the game console or computing device (shown as step 510). The ebook club leader, or other ebook club member, can then provide inputs to the game console or smart phone to enter, modify, or delete calendar data (shown as step 520).

As the session date draws near, the ebook club component 230 may automatically generate an email or text message to the ebook club leader or other moderator of the ebook session using the email address and phone number stored on a computer readable medium associated with the game server, as shown in block 530. Alternatively, the ebook club leader can login to the game service 110 from a game console or computing device to access, display, and accept or reject a session date of the ebook club calendar 400 on the game console or smart device in place of the automatic email generation now described. The session date email sent to the ebook club leader or other moderator sets forth the data previously entered into the ebook club calendar 400 that is associated with the session date. If the ebook club leader plans to participate on the session date, then he or she merely replies to the game service 110 from the computing device by accepting the session date (meaning the ebook club leader or moderator confirms that he/she will participate on the session date according to what has been entered into the calendar). If the ebook club leader or moderator is unavailable for the session date, the ebook club leader can designate a temporary alternate moderator to manage the session date. Alternatively, the ebook club leader or moderator can reject the session date, thereby indicating that the ebook club leader or moderator will not be joining on the session date. The acceptance or rejection of the session date can be transmitted from the computing device to the game server via one or more networks.

An example of a session date email to an ebook club leader is shown in FIG. 6. Session date email 600 represents only one arrangement for a session date email to an ebook club leader or moderator. The session date email 600 comprises a session date field 610 (displaying the calendar date, start time, and end time for the session) and an ebook title field 620 displaying the title of the ebook and optionally the author to be discussed. The acceptance filed 630 can comprise an acceptance mechanism, such as radio buttons 620, for accepting or rejecting the session date. Other mechanisms for accepting or rejecting the session date can be employed as is known in the art. While these fields are shown in the context of the email 600, it will be appreciated that these fields may be viewable in other contexts by the members of the ebook club. For example, one or more of these fields may be displayed by a display connected to a game console when the game console is logged into the game service 110. Other data may be included or substituted.

After the game server receives a reply from the ebook club leader or moderator to the session date email, the ebook club component 230 then sends a session date email to each of the other members of the ebook club (shown as step 540). The session date email to the other ebook club members may contain the same data as previously described for the email 600. Each ebook club member then replies to the session date email by either accepting or rejecting it meaning the ebook club member plans to participate or not participate in the session date. The session date email 600 comprises a session date field 610 (e.g., displaying the calendar date, start time, and end time for the session), an ebook title field, and an acceptance field 615.

The ebook club component 230 then compiles a list of acceptances and rejections and distributes a session confirmation email (or other message/text message) to one or more of the game consoles and/or computing devices associated with each of the member of the ebook club (shown as step 550). If the acceptance rate is low for the session date (this threshold can be set by the ebook club leader and stored as ebook club data), then the session confirmation email can notify the ebook club members that the session date is canceled. If the acceptance rate is satisfactory, then the session date status email can notify the ebook club members that the session date is confirmed and provide a list of which members (by identifier) will be participating (i.e., who accepted the session date email) in the session date and/or a list those ebook club members who declined the session date and/or a list of those ebook club members who failed to respond.

The ebook club calendar 400 may be synched with conventional calendar applications of the ebook club members stored on their respective computing devices or game console, such as Microsoft Outlook, so that session dates are placed on their personal calendars. In addition, vacations and other commitments of individual members may be synched generically (showing as merely blocked without details) with the ebook club calendar 400 to help facilitate selection of session dates by the ebook club leader or moderator. This data can be transmitted between computing devices and the game server and stored on computer readable mediums associated with each. Proposed session dates can also be identified by the ebook club component 230 by examining open dates and using filters established by each member of the ebook club for when they are available for session dates. For example, one ebook club member might set a filter that would permit session dates only on weekends between specified times.

In addition, the ebook calendar 400 can be synched with a service calendar 257 associated with the server 105 and stored on the medium 215. The service calendar 257 can store dates/times when educational commentary may be available by the service for one or more ebook clubs to access. The commentary may be for one or more ebooks and/or eperiodicals. For example, these commentaries may be categorized according to subject matter or title. In one embodiment, the categories overlap with the ebook club classes (e.g., fiction, short story, etc.) so that only those dates/times associated with commentaries in the same category as an ebook club class are place on the ebook club calendar for consideration.

The ebook calendar 400 may be available as part of an ebook home page 700 that can be accessed when a member of the ebook club logs into the service 110. The home page 700 may also contain the status of the reading progress of an ebook by members of the ebook club as well as notes input to the an ebook device made by the member as he or she reads the ebook/periodical. The notes can include observations made while reading the ebook as well as potential agenda topics for discussion at an ebook session. The status and notes may be transmitted from the ereader (e.g., 150) to a game console 125 and then to a server 110 via the network 135, as discussed hereafter. One example of an ebook club home page is shown in FIG. 7. The home page has a first field 710 displaying or linking to the ebook club calendar 400, a second field 720 displaying or linking to the notes from the ebook club members for the ebook that the club members are reading, and a third field 730 displaying or linking to the status of the reading progress for each of the ebook club members (e.g., a bar graph showing the chapters read). When all of the ebook club members have completed the ebook, a status email may be sent to the ebook club leader/moderator and/or each of the ebook club members by the server 110 indicating that the ebook has been completed by all the members. This can be used as a prompt by the ebook club leader/moderator to schedule an ebook session date via the ebook calendar 400 to discuss the ebook. The ebook club component 230 may also schedule an ebook session ion date based upon open dates in the ebook calendar 400.

Ebook session dates involving another ebook club can also be facilitated using the ebook club component 230. This can be an automated, semi-automated, or manual process. For example, the ebook club component 230 can search the ebook club data of the ebook community for ebook clubs having the same ebook club classes and/or their ebook club calendars for the same session date/times and automatically pair the ebook clubs for a session date. In another embodiment, the ebook club component 230 can suggest to each ebook club leader/moderator the pairing of the ebook clubs for a session date, wherein the pairing can be accepted or rejected by the ebook club leaders/moderators. The suggestion can be transmitted to one or more of the computing devices associated with the ebook club leader/moderator.

In accordance with one aspect of the present invention, methods, devices and systems for providing an ebook session will now be described with reference to FIGS. 1, 2, and 8. An ebook session may be initiated on a date set forth in the ebook calendar associated with an ebook club or independent thereof. In one embodiment, an ebook session may be initiated by an ebook club leader/moderator from a game console or ebook device sending a session invite from the game console 125 via the server to join the ebook session to a plurality of the ebook club members. One methodology for handling invites between game consoles (or other computing devices) which may be used with the present invention is described in U.S. Pat. No. 7,311,608.

Upon associating an ebook club member with the ebook session, video and audio data captured by the camera 170 and microphone 163, respectively, connected to the game console 125 of the member may transmitted by IP data packets to each of the other members associated with the ebook session. One or more of the data packets may also contain an identifier associated with the game console 125 (such as a console id or security key) or the ebook club member (such as a screen name) The video and audio data is muted by the server 105 to each of the game consoles using the network path established when the member logged into the service 110. The ebook application stored on each game console 125 comprises computer readable instructions for displaying the video data as images on the display 175 connected to the game console 125 and transmitting the audio data to speakers 162. The audio data and the video data may be synchronized, meaning the audio data and video data are related (e.g., audio of a person speaking and video of that spoken audio).

In one embodiment, the game console displays an image containing a plurality of fields, one example of which is shown in FIG. 8. The image 800 comprises a primary field 810 and a plurality of secondary fields 820. The secondary fields 820 have a smaller surface area than the primary field 810. The secondary fields can be used to display the images received from the plurality of cameras 170 connected to the plurality of game consoles 125, 130. The images may comprise live streaming video of each member of the ebook club that is associated with the ebook session. The number of secondary fields can vary, and may be automatically sized and arranged by the ebook application 250 of each game console to accommodate all the members of the ebook club that are associated with the ebook session. In one embodiment, there may be between 2 and 25 secondary fields displayed.

The ebook club leader or moderator for the ebook session may select one of the secondary fields as the active field, meaning the audio data associated with the video data displayed in the selected field will be sent to the speakers 162 connected to each game console 125 of each member so that all members of the ebook club associated with the ebook session may hear the audio from the selected member. When the moderator selects a secondary field, an identifier (such as a screen name or game console id) for the member associated with the video stream displayed in the selected field may be transmitted by the game console 125 to the server 105 via the networks 135, 140, and the server 105 may then transmit the identifier to each of the game consoles by one or more IP data packets. A field may be selected using a game controller or other input device. Upon receipt of the IP data packet containing the identifier, the ebook application 250 may transmit the audio data associated with the identifier to the speaker(s) connected to the game console. In this way, the moderator of the ebook session may direct the discussion of the ebook content by selecting which member of the ebook club is addressing the other members at any one time. The moderator may also designate the ebook session as an “open mic”, meaning all the audio data transmitted between the game consoles will be simultaneously transmitted to the speakers of each game console without any selectivity or precedence. The moderator may also mute all incoming audio data associated with the secondary fields 820. An identifier, such as a screen name, associated with the member whose video stream is displayed in a secondary field may be displayed in field 830 adjacent to or within the secondary field to aid identification of the member. In an alternate embodiment, an avatar associated with the member may be displayed in a secondary field in place of the video stream from the game console.

The primary field 810 may be used to display ebook content 835 and other visual content. For example, the ebook content (e.g., a page, pages, or passage of text) may be displayed in the primary field and the moderator may scroll through or jump to specific portions of the ebook content (e.g., a particular chapter or page), wherein the displayed content is used to facilitate an interactive dialogue about that portion of the ebook. The content (or a locator such as line and page number for the content) that is displayed in the primary field is transmitted by the moderator's game console 125 to the server 105 and then to other game consoles of the members who are associated with the ebook session so that the same ebook content is displayed in the primary fields 810 displayed by those game consoles. In this away, each of the ebook club members can view the same ebook content simultaneously and interactively converse in a live group dialogue about the subject matter of the ebook. In alternate embodiment, an ereader 150 may be wirelessly paired to the moderator's game console, wherein the ereader has the ebook content stored on a computer readable medium 151 thereof. An application stored on the ereader 150 can display the ebook content on the ereader's display and comprises computer readable instructions to transmit the displayed content to the game console 125 for simultaneous display in the primary field 810 displayed by the game console 125 and transmission to the server 105 for transmission to the game consoles.

Other visual content may be displayed in the primary field 810. For example, a video stream from a non-ebook club member, such as the author of the ebook content, can be transmitted to each game console 125 from the server 105 and displayed in the primary field 810 displayed by each game console 125. The author may provide additional perspective about the subject matter of the ebook, which may be educational for the members of the ebook club. In the case of an eperiodical, a commentator may provide a video/audio stream from a remote location via the server 105 and network 135, wherein the commentator provides a commentary about one or more topics contained in the eperiodical. For example, if the eperiodical is Maclife, the commentary may be provided by an expert on iMac applications about a particular application that is discussed or reviewed in eperiodical. Or if the eperiodical comprises historical content, a historian may provide interactive commentary about the subject matter of recent article in the eperiodical. Or if the eperiodical comprises “how to” information, a craftsman may provide interactive commentary about the subject matter of a recent article in the eperiodical. The moderator may arrange for an interactive dialogue between the author and the ebook club members in the same manner as described previously for managing the interactive dialogue among the members in an ebook session. The primary field 810 may be used to display a list of topics or other text prepared by the moderator to facilitate the ebook session. The topics for the agenda may be selected by the moderator from among the topics/notes submitted by the members and displayed on the ebook club home page 700 (e.g., displayed in field 720) and otherwise stored on a computer readable medium 215 of the server 105.

A tertiary field 840 may be displayed at the bottom of the image 800. The tertiary field 840 may be used to display text (e.g., questions or commentary) from one or members of the ebook club. The text 845 may include the identifier, e.g., screen name 850, of the ebook member who submitted the text. The identifier may either precede or trail the text. The text can be input by a keyboard connected to the game console and transmitted to the server 105 over the network 135. The sever 105 may route the text data to either the moderator's game console 125 for display or to all the game consoles associated with the ebook session. The moderator may use the incoming text to decide which member of the ebook club should be provided audio precedence in the dialogue. The text 845 may be provided in a scrolling manner in the tertiary field 840.

A plurality of ebook clubs may be joined in an ebook session, wherein each club as a plurality of ebook members associated with the session. In one embodiment, an interactive or non-interactive commentary from a non-ebook member (e.g., an ebook author) may be provided for the edification of the collective members. The commentary may be displayed in the primary field of the image displayed by each of the game consoles logged into the ebook session. In another embodiment, a plurality of ebook clubs may be logged into the same ebook session for an interactive dialogue concerning an ebook title. An agenda and/or ebook content (e.g., textual portions of an ebook) may be displayed in the primary field. Each ebook club may be represented by an ebook club name or avatar displayed in one of the secondary fields. The active secondary field, which may be selected by a designated moderator or which may automatically rotate after a predetermined amount of time, has audio/visual precedence, meaning the audio/visual data streams from the game consoles associated with that ebook club will be muted to all the other game consoles logged into that ebook session.

In accordance with another aspect of the present invention, the game console 125 can comprise computer readable instructions for pairing an ereader 150 with the game console 125 and for controlling the ereader 150 and/or transmitting/receiving data between the ereader 150 and the game console 125. The ereader 150 can be paired wirelessly, e.g., by a blutooth connection, or in a wired manner, e.g., by a USB connection. In one embodiment, the computer readable instructions can enable the ereader 150 to sync data with the game console 125 when paired to the console. For example, the ereader 150 may transmit notes or other text entered by the user of the ereader 150 that is associated with an ebook title to the the game console, which may in turn transmit the notes or other text data to the server 105. The notes or text data can be entered by the user of the ereader 150 as he or she reads the ebook content. The notes may include observations, questions, or agenda topics for discussion in a later ebook session associated with the ebook. The text data may be transmitted to the server 105 with one or more identifiers, such as an ebook member screen name, game console id, ebook club identifier, etc., so that the text data can be matched to an ebook club and posted to the ebook club home page 700 of the service 110. In addition, the ereader may track the progress of the user through the ebook content, for example by tracking which chapters have been completed. The completion data (e.g., which chapters or stories or how many pages) may be also transmitted from the ereader 150 to the game console 125 and then to the server 105 for display on the home page 700. Alternatively, if the ereader 150 has a WIFI or cellular capabilities, the completion data and text data may be transmitted directly to the network 135 and to the server 105 by an application on the ereader.

Referring now to FIGS. 1 and 2, cellular systems, devices, and processes in accordance with the present invention will now be described. An ebook application 187 is associated with a smart phone 190. The ebook application can be downloaded to the smart phone 190 from a server, such as 105 or 195. Upon first execution of the ebook application 187, an identifier and password is entered by the user and transmitted to the service 110 via the cellular network 185 and the network 135 in order to login to the service 110. Thereafter, the identifier and password can be stored with the ebook application 187 in order to automatically login to the service 110 when the ebook application 187 is executed. Ebook club data and the member profile associated with the member identifier can be transmitted to the smart phone 190 by the service 110 via the network 135 and the cellular network 185. The user of the smart phone 190 can interactively access an ebook club calendar and its associated data For example, if the user is verified as the ebook club leader by the ebook club component 230, the user can input changes to the ebook club calendar (e.g., adding, deleting, modifying session dates; changing session date data, etc.) via the smart phone 190, the data associated with the changes being transmitted to the service 110 via the network 135 and cellular network 185. After which the ebook club component 230 can update the ebook club calendar so that the changes are visible to other ebook club members who log into the service 110. Alternatively, the user of the smart phone 190 can accept or reject an ebook session date or perform any of the other steps or actions described herein with respect to a ebook club calendar by exchanging data or inputs with the service 110 via the network 135.

In accordance with another aspect of the present invention, an ebook club marketplace and virtual currency account, will now be described. The ebook club component 230 of the service 110 may further comprise computer readable instructions enabling a marketplace that provides a forum for the sale, purchase, and/or swapping of ebook content between members of the ebook community and/or groups of members, such as an ebook club. The ebook content may be stored on one or more computer readable medium associated with the server 105. In addition, audio/visual data, such as an ebook commentary, may be available for purchase in the marketplace. A yearly subscription fee, which may be charged against the ebook club account, may allow unlimited access to the some or all of the digital content of the marketplace. The marketplace can be accessed via the ebook application 250, 187 associated with the game console 125 and the smart phone 190 (or smart tablet), respectively. Members of the ebook club can purchase virtual currency (i.e., currency that may only be used within the service 110) individually and then transfer some or all the currency to the ebook club account. Monthly dues can be set up where a set amount of virtual currency is transferred automatically to the ebook club account each month from each ebook club member.

The ebook club leader may be authorized to spend the virtual currency of the ebook club account for downloadable/transferable ebook content that is then available for use/download to members of the ebook club. Unique avatars may be available from the service 110 for ebook clubs, and the ebook club leader can purchase an ebook club avatar, avatar apparel, etc. for the benefit of the ebook club. Unique ebook content may be available for purchase by an ebook club only, such as author interviews, alternate endings to the ebook, historical information associated with the setting or characters in the ebook, etc. A set of computer readable instructions associated with the server 105 can transmit content that is purchased or swapped in the marketplace from the server 105 to one or more game consoles 125 or ereader 150.

New content purchased or swapped in the ebook marketplace by the ebook club leader can be placed in a download queue for download to the game consoles of each ebook club member when the respective game console (or ereader) is powered on (block 1275). The game consoles can comprise computer readable instructions for then storing the content on a computer readable medium associated with the game console. The service 110 can also update ebook club data in the event that ebook content is sold by the ebook club leader.

Referring again to FIGS. 1 and 2 and in accordance with still another aspect of the present invention, methods, devices and systems for managing an ebook session will now be described. In order to facilitate an ebook session, the ebook club component 230 can access the ebook club calendar data stored on the computer readable medium 215 associated with the server 105 (or stored on the computer readable medium associated with the game console) to identify which ebook club members accepted a session date and periodically search the service 110 between the session start time and session end time for those ebook club members who log into the service 110. The search can be for the identifiers of the ebook club members who have logged into the service 110 and who also accepted the session date. When the ebook club member logs into the service 110 from a game console, the ebook club component 230 can automatically send a session invite to the ebook club member to invite them to the session (block 1320). Thus, the ebook club leader (or other organizer of the ebook session) is relieved of monitoring for ebook club members once the session has begun. While this above described functionality is described as implemented by either an ebook application 250 or the ebook club component 230, it will be appreciated that portions of the functionality can be distributed between the two applications. For example, searching for the ebook club members who have logged into the service 110 can be performed by the ebook club component 230, which transmits the identifiers of those ebook club members who are logged into the service 110 to a game console 125 that is executing the ebook application 250 associated with the session date. The ebook application 250 associated with the game console 125 can perform the function of sending a session invite, via the server 105, to the game console associated with the ebook club member who has logged into the service 110.

In an alternate arrangement, any ebook club member who logins into the service 110 during an ebook session can automatically receive a session invite from the ebook club component 230 irrespective whether the ebook club member had previously accepted or rejected the session date. Whether a ebook club member receives these automatic invites can be controlled as a preference in the member profile or the ebook club profile. In another embodiment, the ebook club component 230 can automatically send session invites to the ebook club members who both accepted the session date and who are logged into the service 110 when the ebook club leader initiates the session.

While various embodiments of the systems, devices, and methods of the present invention have been described herein with respect to a game console for simplicity, it will be appreciated that the functionalities described herein can be implemented in whole or part by other computing devices, such as an ereader or personal computer directly with a server and service unrelated to a game server and game service. One such embodiment is illustrated in FIG. 9. System 900 can comprise an ereader 150, 910 or other ebook device such as a smart tablet (e.g., an iPad by Apple, Inc.) that is in communication with one or both of networks 135, 140. The ereaders preferably have a front facing camera 915 and a headset 920 (which can be similar to those previously described) in audio communication therewith. A keyboard 925 may be incorporated into the ereader 150, 910. An ebook distributer server 195 and related service 197 may be in data communication with the network 135. A computer readable medium 930 may be associated with the server 195. The ebook distributer server 195 can be owner by an edistributer and principally used to distribute multimedia digital material, such as movies, music, and ebooks. One example of such a service and/or server(s) is associated with the iTunes Store managed by Apple, Inc., a description of which is provided in U.S. Pat. No. 6,728,729. Some or all of the functionalities previously described herein with respect to the game console 125 may be fully implemented in a wi-fi or cellular network enabled ereader (or network connected personal computer or other computing device) which comprises computer readable instructions for transmitting/receiving/manipulating audio, visual, textual, and other data to and from the server 195 via networks 135, 140. The front facing camera, microphone, and speakers of the ereader 150, 910 would provide the functionality as the camera, microphone and speakers connected to the game console. Similarly, the primary, secondary, and tertiary fields displayed by a display connected to the game console may be displayed directly by the display of the ereader (or other computing device, such as a personal computer) as part of an ebook session involving a plurality of ereaders, such as 150, 910. The server 195 and 197 may implement the same functionalities previously described with respect to the server 105 and service 110.

Various computing devices (e.g., servers, smart phones, smart tablets, ebook devices, game consoles, game controllers, etc) have been described herein as suitable for use with the present invention. While these devices can provided in a variety of forms, FIG. 10 illustrates a generic computing device 1000 that may be used to implement one or more of a server, game console, smart phone, smart tablet, ereader/ebook device, or other computing device according to one embodiment. In addition to components discussed previously herein, the exemplary computing device 1000 may also include a central processing unit (CPU) 1005, a system memory 1010, and a system bus 1015. The system bus 1015 provides an interface for system components including, but not limited to, the system memory 1010 and the central processing unit 1005. The central processing unit 1005 can be any of various commercially available or proprietary processors. Dual microprocessors and other multi-processor architectures may also be employed as the central processing unit 1005. The central processing unit 1005 executes a set of stored instructions associated with an application, as is known in the art.

The system bus 1015 can be any of several types of bus structures that may further interconnect to a memory bus (with or without a memory controller), a peripheral bus, and a local bus using any of a variety of commercially available bus architectures. The system memory 1010 can include non-volatile memory 1020 (e.g., read only memory (ROM), erasable programmable read only memory (EPROM), electrically erasable programmable read only memory (EEPROM), etc.) and/or volatile memory 1025 (e.g., random access memory (RAM)). A basic input/output system (BIOS) 1030 can be stored in the non-volatile memory 1020, and can include the basic routines that help to transfer information between elements within the computing device 1000. The volatile memory 1025 can also include a high-speed RAM such as static RAM for caching data

The computing device 1000 may further include a storage 1035, which may comprise, for example, an internal hard disk drive (HDD) (e.g., enhanced integrated drive electronics (EIDE) or serial advanced technology attachment (SATA)) for storage. The computing device 1000 may further include an optical disk drive 1050 (e.g., for reading a CD-ROM or DVD-ROM 1055). The drives and associated computer-readable media provide non-volatile storage of data, data structures, computer-executable instructions, and so forth. For the computing device 1000, the drives and media accommodate the storage of any data in a suitable digital format. Although the description of computer-readable media above refers to an HDD and optical media such as a CD-ROM or DVD-ROM, it should be appreciated by those skilled in the art that other types of media which are readable by a computer, such as Zip disks, magnetic cassettes, flash memory cards, cartridges, and the like, may also be used in the exemplary operating environment, and further, that any such media may contain computer-executable instructions for performing novel methods of the disclosed architecture.

A number of applications can be stored in the drives 1035 and volatile memory 1025, including an operating system 1060 and one or more applications 1065, which implement the functionality described herein, including, for example, functionality associated with an ebook application, a game application, ebook club component, etc. and associated processing and functionality described herein. It is to be appreciated that the embodiments can be implemented with various commercially available operating systems or combinations of operating systems. The central processing unit 1005, in conjunction with the applications 1065 in the volatile memory 1025, may serve as a control system for the computing device 1000 that is configured to, or adapted to, implement the functionality described herein.

A user may be able to enter commands and information into the computing device 1000 through one or more wired or wireless input devices 1470, for example, a keyboard, a game controller, and a pointing device, such as a mouse (not illustrated), or a touch screen. Other input devices may include a microphone, an infrared (IR) remote control, a joystick, a game pad, a stylus pen, or the like. These and other input devices are often connected to the central processing unit 1005 through an input device interface 1075 that is coupled to the system bus 1015 but can be connected by other interfaces, such as a parallel port, an IEEE 1394 serial port, a game port, a universal serial bus (USB) port, an IR interface, etc. In the case of computing device intended to access a wireless network, an antenna 1095 and/or transceiver can be provided.

The computing device 1000 may drive a separate or integral display device 1080, which may also be connected to the system bus 1015 via an interface, such as a video port 1080. The computing device 1000 may also drive one or more speakers via the audio port 1090. In some instances, the video and audio ports may be combined, as is the case with an HDMI interface. The computing device 1000 operates in a networked environment using a wired and/or wireless network communications interface 1085. The network interface port 1085 can facilitate wired and/or wireless communications to the network 135. The network interface port can be part of a network interface card, network interface controller (NIC), network adapter, or LAN adapter.

The foregoing detailed description of the inventive systems, devices, and methods have been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise forms disclosed. Many modifications and variations are possible in light of the above teachings, and it will be appreciated that various devices, elements, functions, attributes, or steps from one embodiment may be substituted, deleted, and/or combined with those of another embodiment. The described embodiments were chosen in order to best explain the principles of the invention and its practical application to thereby enable others skilled in the art to best utilize the invention in various embodiments and with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the claims appended hereto. 

What is claimed is:
 1. A game console, comprising: a CPU; a computer readable medium; an operating system stored on the computer readable medium; a video interface port for transmitting a video signal to a display; a system bus interconnecting the computer readable medium, the CPU, and the video port; a video game application stored on the computer readable medium; ebook content stored on the computer readable medium; and a set of computer readable instructions for: a) transmitting login data to at least one game server, wherein the at least one game server is associated with a service for a gaming community and an ebook community; b) displaying at least a portion of the ebook content on the display; c) transmitting ebook session data to or receiving ebook session data from the at least one game server.
 2. The game console of claim 1, wherein the ebook content comprises digital text, wherein the digital text is associated with a genre and wherein the genre is selected from the group consisting of non-fiction, action and adventure, biography, memoir, mystery, drama, myth/mythology, poetry, science fiction, short story, science and technology, historical fiction, and combinations thereof.
 3. The game console of claim 1, wherein the ebook session data comprises video data transmitted from a camera connected to the game console.
 4. The game console of claim 1, further comprising instructions for initiating an ebook session with a plurality of members of an ebook club, wherein the ebook session is associated with ebook content stored on the computer readable medium, wherein the ebook club has club data associated therewith that is stored on the computer readable medium, wherein the club data is selected from the group consisting of an identifier for each member of the ebook club, a telephone number for each member of the ebook club, an email address for each member of the ebook club, an ebook club identifier, one or more ebook club classes, a time zone for each member of the ebook club, the native language for each member of the ebook club, a list of ebooks common to each member of the ebook club, data associated with a virtual currency account, and combinations thereof.
 5. The game console of claim 1, further comprising instructions for receiving the ebook content from the at least one game server.
 6. The game console of claim 1, further comprising instructions for receiving the ebook content from an ereader that is connected to a local area network that is in data communication with the game console.
 7. The game console of claim 1, further comprising instructions for displaying a primary field and plurality of secondary fields within an image.
 8. The game console of claim 1, wherein the video game application comprises a set of computer readable instructions enabling a multiplayer video game and a single player video game.
 9. The game console of claim 1, wherein the game console further comprises a set of computer readable instructions for accessing data associated with one or more club classes stored on the computer readable medium, wherein the one or more club classes are associated with an ebook club and wherein each club class comprises a characteristic, wherein the characteristic is selected from the group consisting of member age, a literary genie, a representative time zone, a representative native language, and a representative gender.
 10. The game console 1, further comprising a set of computer readable instructions for transmitting ebook club data to or receiving ebook club data from the at least one game server, wherein the ebook club data is selected from the group consisting of an identifier for each member of the ebook club, a telephone number for each member of the ebook club, an email address for each member of the ebook club, a club identifier, club class data, a time zone for each member of the ebook club, a native language for each member of the ebook club, a list of ebooks common to each member of the ebook club, a list of associated ebook clubs, and combinations thereof.
 11. The game console of claim 1, further comprising a set of computer readable instructions enabling a user of the game console to select an identifier of a first member of the ebook community and an identifier of a second member of the ebook community to associate the first member and the second member with the ebook club.
 12. A hand-held smart tablet, comprising: a CPU; a computer readable medium; an operating system stored on the computer readable medium; a display; a front facing camera; a microphone; a speaker, a system bus interconnecting the computer readable medium, the CPU, and the front facing camera; a set of computer readable instructions stored on the computer readable medium for a) transmitting login data to at least one server, wherein the at least one server is associated with an ebook community; b) displaying ebook content on the display; c) transmitting ebook session data to or receiving ebook session data from the at least one server.
 13. The smart tablet of claim 12, wherein the ebook content comprises digital text, wherein the digital text is associated with a genre and wherein the genre is selected from the group consisting of non-fiction, action and adventure, biography, memoir, mystery, drama, myth/mythology, poetry, science fiction, short story, science and technology, historical fiction, and combinations thereof.
 14. The smart tablet of claim 12, wherein the ebook session data comprises video data transmitted by the front facing camera.
 15. The smart tablet of claim 13, wherein the ebook session data further comprises audio data received from the at least one server, wherein the audio data is synchronized with the video data.
 16. The smart tablet of claim 12, wherein the video data is displayed on the display and wherein the video data is associated with an identifier of a member of an ebook club.
 17. The smart tablet of claim 12, further comprising instructions for initiating an ebook session with a plurality of members of an ebook club, wherein the ebook session is associated with at least a portion of ebook content stored on the computer readable medium.
 18. The smart tablet of claim 17, wherein each of the plurality of members of the ebook club have an identifier associated therewith that is stored on the computer readable medium.
 19. The smart tablet of claim 16, wherein the ebook club has club data associated therewith that is stored on the computer readable medium, wherein the club data is selected from the group consisting of an identifier for each member of the ebook club, a telephone number for each member of the ebook club, an email address for each member of the ebook club, a club identifier, club class data, a time zone for each member of the ebook club, a native language for each member of the ebook club, a list of ebooks common to each member of the ebook club, a list of associated ebook clubs, and combinations thereof.
 20. The smart tablet of claim 12, further comprising an ebook application comprising an ereader component and an ebook session component.
 21. The smart tablet of claim 12, wherein the smart tablet further comprises a set of computer readable instructions for accessing data associated with one or more club classes stored on the computer readable medium, wherein the one or more club classes are associated with an ebook club and wherein each club class comprises a characteristic, wherein the characteristic is selected from the group consisting of member age, a literary genre, a representative time zone, a representative native language, and a representative gender.
 22. The smart tablet of claim 19, further comprising a set of computer readable instructions for transmitting ebook club data to or receiving ebook club data from the at least one game server, wherein the ebook club data is selected from the group consisting of an identifier for each member of the ebook club, a telephone number for each member of the ebook club, an email address for each member of the ebook club, a club identifier, club class data, a time zone for each member of the ebook club, a native language for each member of the ebook club, a list of ebooks common to each member of the ebook club, a list of associated ebook clubs, and combinations thereof. 